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  • Multi-screen and Nvidia GT220

    - by Bohors
    Excuse me first for my broken English I have 3 monitors on two Nvidia GT220. Unity 2D works fine after using the proprietary drivers. But no way to use compiz effects. I'm on Ubuntu 11.10 (I also tested for curiosity 12.04 for the same result) I noticed in the "System Settings" / "details" that my graphics card is not recognized (graphics card "unknown") and "View" only returns me my first screen (with the correct resolution) also in unknown. $ lspci | grep VGA 01:00.0 VGA compatible controller: NVIDIA Corporation GT216 [GeForce GT 220] (rev a2) 05:00.0 VGA compatible controller: NVIDIA Corporation GT216 [GeForce GT 220] (rev a2) xorg.conf : Section "ServerLayout" Identifier "Layout0" Screen 0 "Screen0" 0 0 Screen 1 "Screen1" Below "Screen0" Screen 2 "Screen2" RightOf "Screen0" InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" Option "Xinerama" "1" EndSection Section "Files" EndSection Section "InputDevice" # generated from default Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/psaux" Option "Emulate3Buttons" "no" Option "ZAxisMapping" "4 5" EndSection Section "InputDevice" # generated from default Identifier "Keyboard0" Driver "kbd" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor0" VendorName "Unknown" ModelName "Acer V243HL" HorizSync 30.0 - 80.0 VertRefresh 55.0 - 75.0 Option "DPMS" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor1" VendorName "Unknown" ModelName "LG Electronics L1920P" HorizSync 30.0 - 83.0 VertRefresh 56.0 - 75.0 Option "DPMS" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor2" VendorName "Unknown" ModelName "Acer V243HL" HorizSync 30.0 - 80.0 VertRefresh 55.0 - 75.0 Option "DPMS" EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GT 220" BusID "PCI:1:0:0" EndSection Section "Device" Identifier "Device1" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GT 220" BusID "PCI:5:0:0" Screen 0 EndSection Section "Device" Identifier "Device2" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GT 220" BusID "PCI:5:0:0" Screen 1 EndSection Section "Screen" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "TwinView" "0" Option "TwinViewXineramaInfoOrder" "DFP-0" Option "metamodes" "1920x1080_60_0 +0+0; nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen1" Device "Device1" Monitor "Monitor1" DefaultDepth 24 Option "TwinView" "0" Option "metamodes" "CRT: nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen2" Device "Device2" Monitor "Monitor2" DefaultDepth 24 Option "TwinView" "0" Option "metamodes" "DFP: nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Extensions" Option "Composite" "Disable" EndSection Have you any idea? thanks

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  • issues with ASUS S301L ultrabooks

    - by Wuerze
    I just like to tell you what still is a Problem in Ubuntu 14.04 and should be solved for a nice experience of this distribution. Unfortunately I do not have any hints to tell you, because I am just a user and know not much about programming. Anyway, I hope it helps. 1) Intel open source Graphics issues (proprietary) -when attaching HDMI-cable the screen switches to the external monitor and it's fine, but there is no switching back unless restart with HDMI deattached -black screen appears for like 2 seconds as if I would change screen in the settings; frequency increases with intensity of driver use (i.e. videos or video games) 2) hotkeys (commonly recognised) -there is no possibility to adjust brightness with the hotkeys (Fn+F5 and Fn+F6) 3) touchscreen (commonly recognised) -the touchscreen is behaving like a mouse -configuring gestures for the multi touch screen seems to always end in disabling touch pad gestures 4) panel symbols -battery symbol has got a low accuracy while it determines accurately the energy left; only 5 steps of energy are shown by the symbol Thank you all for participating in the solution of these problems! I will stay tuned and edit this list if something has been solved.

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  • Natural talent vs experience [on hold]

    - by Tord Johansson Munk
    Hi i have a question for you guys if you had a choice of hiring one of two programmers. One of them is a natural born programming talent, he has been programming since he was 14 year old and he has been programming all sorts of things by him self, 3d renders,games,his own frameworks, he is really good at algorithms and problem solving. He is now about 25 years old and is looking for a job after some unchallenged years of college the only experience he has is working on his own/university stuff and some open source project. This guy spends all his free time programming and has several pet projects at home. The other person is a 37 year old career programmer. He has been programming since he graduated from university at the age of 26 and have been working since then. He did not have an interest in programming before university. During his studies he discovered that programming was fun and challenging but it never was a "passion". During his career he mainly worked with "enterprise" platforms such as .net or javaEE. He mainly have done database business applications and thus is lacking skills of the young talent like abstract problem solving or algorithms. But he know the tools he has been using during the years and is reliable and almost always makes his boss happy. He keeps him self updated in the platform and tools he has and is using. But outside the office walls he don't touch any code at all. Witch one would you hire? Would you favor one of them in certain projects? Do you think that if the young talent learns his tools he will be a better programmer than the older one? Would your decision be different if both of them where lacking a degree? or if only one of them was lacking a degree be the old and experienced or the young genius.

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  • How to solve Fatal error: Call to undefined function readline()? readline library not found?

    - by SirBT
    I have an Ubuntu 12.04 LTS. And XAMPP for linux 1.7.7. When I code in php with and call the readline function I get this error message? "Fatal error: Call to undefined function readline()" I recently found the below thread which pointed out the name of the package that contained the desired readline: How to solve configure: error: readline library not found? I went ahead and installed # apt-get install libreadline6. But this didnt seem to make a difference. I still get the same error message: "Fatal error: Call to undefined function readline()". Was the thread missing further steps? Can anyone help me? I am new to Ubuntu. <?php echo "Simple menu \n" ; echo "1. Play Sports \n"; echo "2. Play Strategy games \n"; $userInput = readline('Enter something here: '); ?>

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  • I have discovered a fundamental truth about TV shows and plots

    - by Steve Loethen
    For years, we have all known (okay, maybe I give people too much credit) that there is a very small finite number of plots.  I propose a project.  Let’s use the blogosphere to catalog those plotlines, and then find and document the episodes of shows that use them, including the show title. As evidence, how many shows have used the following plot line:? The standard “evil twin” plotline?  Once relegated to soaps, it has show up in crime shows, with the twist of DNA.  Step one, concentrate one this one.  Tell me about every show you recall that has used this plot.  I will collect and document the shows on my website (www.loethen.net) and we can build a database of the plots. Step two, what other common themes should I offer up?  How about the bigamist plot line?  The “bad guy was dead” plot line (revenge from the dead"?  The “vast government conspiracy” plotline? Let the games begin….

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  • Could these people get arrested? [closed]

    - by Vinicius Horta
    I have seen many of what is called 'private servers' mmorpg (multiplayer online games), which uses stolen sources,modified executable, clients and server. People launch up their own server using VPS or dedicated server and distribute online service among players disclaiming it has educational purposes only, saying they are studying the game engine and selling items for players disclaming it as 'donations', so it seems like they are getting donations to keep studying. We all know it's a comercial method. All of it is copyrighted material from enterprise ABCD. (ABCD = Fictional name, I'm not mentioning names). At their website they include the following: "Private Server XXXX" does not allow/support any conection to any company/organization associated with the game "XXXX". If you are anyway affiliated with enterprise "XXXXXXX", or any other company/organization associated with the game "XXXX" you may not view/open/read/execute/play/download any part of "Private Server XXXX" nor view "Private Server XXXX" website, if any company/organization requests you to investigate our website/server, you may not view "Private SERVER XXXX" or execute any action mentioned above. Any person caught disobeting this disclaimer will be punish to the fulleste extent of law. Can this guys get arrested? Do they disclaimer works? If I'm owner of enterprise X and I know people stole my source and are using them but they have such disclaimer I'm not allowed to investigate them?

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  • Google Chrome with strange behavior

    - by user72274
    I'm former Chromium-browser user, but after not upgrading the PPA for 2 months, I switched to Google Chrome browser yesterday. Everything is okay, except some strange behavior on some pages and crashing after loading "chrome://" configuration pages. The best known website with strange behavior is youtube, there is a picture what I see: When I open user menu in top right corner, it crashes that way and even after closing the menu, some parts of menu stay display. You may say it's Youtube problem, no, I have this problem at least on three other websites, here it is on Imgur: The problem isn't for the whole side, sometimes it happens from the middle of the screen. The interesting part is that it happens everytime in the same distance from the right border. When I check the DOM elements with the Developer tool, the overlay which shows element's position is rendered how it should be. What is more, if there is anchor after the crashed area, it works after clicking on it. Selecting text in crashed page is impossible. I hope there is enough information to give me an advice, thanks in advance. :) EDIT: Here is what the browser posted in "chrome://gpu-internals/": Graphics Feature Status Canvas: Software only, hardware acceleration unavailable Compositing: Hardware accelerated 3D CSS: Hardware accelerated CSS Animation: Software animated. WebGL: Hardware accelerated WebGL multisampling: Hardware accelerated Problems Detected Accelerated CSS animation has been disabled at the command line. Accelerated 2d canvas is unstable in Linux at the moment. Ubuntu 12.04 | Gnome-shell 3.4.1 | ATI Radeon 4550 | Screen resolution 1024*768 | Chrome version 20.0.1132.57 (Official Build 145807)

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  • More efficient in range checking

    - by Mob
    I am going to use a specific example in my question, but overall it is pretty general. I use java and libgdx. I have a ship that moves through space. In space there is debris that the ship can tractor beam in and and harvest. Debris is stored in a list, and the object contains it own x and y values. So currently there is no way to to find the debris's location without first looking at the debris object. Now at any given time there can be a huge (1000+) amount of debris in space, and I figure that calculating the distance between the ship and every single piece of debris and comparing it to maximum tractor beam length is rather inefficient. I have thought of dividing space into sectors, and have each sector contain a list of every object in it. This way I could only check nearby sectors. However this essentially doubles memory for the list. (I would reference the same object so it wouldn't double overall. I am not CS major, but I doubt this would be hugely significant.) This also means anytime an object moves it has to calculate which sector it is in, again not a huge problem. I also don't know if I can use some sort of 2D MAP that uses x and y values as keys. But since I am using float locations this sounds more trouble than its worth. I am kind of new to programming games, and I imagined there would be some eloquent solution to this issue.

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  • We really only have ONE rule...

    - by Chris G. Williams
    Had to show someone the door today... bummer.     At Big Robot Games we really only have one rule and it's not all that complex:   If you're going to hang out here all day, you should satisfy AT LEAST one of the following criteria: 1) You buy some food and/or drinks. 2) You occasionally buy product. 3) You play as part of a sanctioned tournaent or gaming group. 4) You act like you have some sense (i.e. have manners.)   We would love it if you manage to do all of the above, of course, but we're really perfectly content to settle for only getting a 1-2 of them at a time.    We don't have a problem with people bringing food in, and we understand that you aren't going to buy a game every time you come here. And yes, we know that people enjoy hanging out here with their friends. We can even overlook your odd quirks and personality issues, provided you're spending a little money once in a while (this IS a BUSINESS, after all.)   However... if you can't manage to do ANY of the things I listed above, and then you get lippy with me about it, well... it's time to say goodbye.

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  • Restrict movement within a radius

    - by Phil
    I asked a similar question recently but now I think I know more about what I really want to know. I can answer my own question if I get to understand this bit. I have a situation where a sprite's center point needs to be constrained within a certain boundary in 2d space. The boundary is circular so the sprite is constrained within a radius. This radius is defined as a distance from the center of a certain point. I know the position of the center point and I can track the center position of the sprite. This is the code to detect the distance: float distance = Vector2.Distance(centerPosition, spritePosition)); if (distance > allowedDistance) { } The positions can be wherever on the grid, they are not described as in between -1 or 1. So basically the detecting code works, it only prints when the sprite is outside of it's boundary I just don't know what to do when it oversteps. Please explain any math used as I really want to understand what you're thinking to be able to elaborate on it myself.

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  • How can I make this arcade-highscore game more fun/interesting?

    - by j-a
    I'm having difficulties getting the fun factor into this iPhone game, and I am looking for some ideas or advice. I was asked to generalize the question a bit. What are some techniques for arcade highscore games that can be applied to this game in order to: Make each second of the game fun and challenging, from the first second to the end of the game. Regardless of skill level. Make the player want to try again and again to beat the high score. Briefly about the game: you aim using your finger and pull the bow chord and release by lifting your finger. That part feels quite nice how the bow interacts with the finger. The game idea: hearts fall down and you get 1 pt for each heart you shoot. You start with a few arrows and every now and then a bag of arrow comes down which - if you hit it, you get more arrows. Once your out of arrows the game is over. So it is all about beating your previous high score or your friends high scores. Unfortunately I don't find it that fun. Thankful for any ideas/suggestions/thoughts on how to make it more fun/interesting.

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  • How can I determine the first visible tile in an isometric perspective?

    - by alekop
    I am trying to render the visible portion of a diamond-shaped isometric map. The "world" coordinate system is a 2D Cartesian system, with the coordinates increasing diagonally (in terms of the view coordinate system) along the axes. The "view" coordinates are simply mouse offsets relative to the upper left corner of the view. My rendering algorithm works by drawing diagonal spans, starting from the upper right corner of the view and moving diagonally to the right and down, advancing to the next row when it reaches the right view edge. When the rendering loop reaches the lower left corner, it stops. There are functions to convert a point from view coordinates to world coordinates and then to map coordinates. Everything works when rendering from tile 0,0, but as the view scrolls around the rendering needs to start from a different tile. I can't figure out how to determine which tile is closest to the upper right corner. At the moment I am simply converting the coordinates of the upper right corner to map coordinates. This works as long as the view origin (upper right corner) is inside the world, but when approaching the edges of the map the starting tile coordinate obviously become invalid. I guess this boils down to asking "how can I find the intersection between the world X axis and the view X axis?"

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  • Acer aspire v3 771G ubuntu 13.04

    - by Jos
    Gooday, i have this acer and i have alot of boot problems (i suspect windows 8) and now i want to try ubuntu but when i use an usb to "try" ubuntu after the boot i get a black screen. now ive read some of the forums and i found something about NOMODESET i have not tried this as i dont know what this does exactly. now i have found this wiki entry https://wiki.ubuntu.com/Bumblebee , i am by far no programmer and always reading all those commands have always kept me of linux because im scared i will !@#$ things up. is there anyway i can go to NOMODESET in the ubuntu "trial" and can i also include the bumblebee futures (coding?) and in how many ways wil this affect my laptops perfomance? reading the bumblebee entry its seems to be something about nvidia optimus and i dont reallt care much for the power saving, but will it affect any performance? im not a heavy pc gamer but i like tho do some gaming and streaming and such also on a rather big TV in wich this laptop already has it flaws in some games not running properly on 65" if this doesn't work or u advise me not to do this what else can i do to fix windows 8 or either some other linux version? i thankyou in advance

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  • Following a set of points?

    - by user1010005
    Lets assume that i have a set of path that an entity should follow : const int Paths = 2 Vector2D<float> Path[Paths] = { Vector2D(100,0),Vector2D(100,50) }; Now i define my entity's position in a 2D vector as follows : Vector2D<float> FollowerPosition(0,0); And now i would like to move the "follower" to the path at index 1 : int PathPosition = 0; //Start with path 1 Currently i do this : Vector2D<float>& Target = Path[PathPosition]; bool Changed = false; if (FollowerPosition.X < Target.X) FollowerPosition.X += Vel,Changed = true; if (FollowerPosition.X > Target.X) FollowerPosition.X -= Vel,Changed = true; if (FollowerPosition.Y < Target.Y) FollowerPosition.Y += Vel;,Changed = true; if (FollowerPosition.Y > Target.Y) FollowerPosition.Y -= Vel,Changed = true; if (!Changed) { PathPosition = PathPosition + 1; if (PathPosition > Paths) PathPosition = 0; } Which works except for one little detail : The movement is not smooth!! ...So i would like to ask if anyone sees anything wrong with my code. Thanks and sorry for my english.

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  • Need Directions to become a programmer [closed]

    - by Omin
    Before youguys go on about how there are many types of programmers, please read through the post. Long term goal: Develop my own software (company) Short term goal: Get a job that involves coding/programming Current status: Support Analyst (at a software company but does not involve any programming) with 40k salary, 3rd year computer engineering student I had everything figured out. I'm going to develop a 2D scrolling game for iphone or android, publish the app, sell a bunch, and then apply at a studios as a software developer. And then something hit me. I think I need to get a job that involes programming to learn as much as I can in the shortest time possible. So I got a phone interview at a fast growing start up software company, passed that no problem, but then had to take an online technical assessment. That failed miserably. I thought that if I could just present myself, show that I am hard working, positive attitude, eager to make self improvements, type of a guy, I could get the job. I was wrong. And now, I am lost. Im thinking of staying with my job until I find a new one as a programmer. I will be working, self studying, and trying to make this happen without finishing university. I forgot to mention that the online technical assessment was based on data structures/algorithms, OO design, runtime complexity. I was hoping that I could get some guidence. Should I be focusing on app development or study computer science fundamentals? I have a list of books I can be going through: Learning C# O'Reilly (I got interested in C# because of Unity3D and Mono), C# 5.0 in a Nutshell, Head First Design Patterns, Code Complete, Introduction to Algorithms, Programming Interviews Exposed, Cracking the Coding Interview, The Google Resume.

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  • What do ptLineDist and relativeCCW do?

    - by Fasih Khatib
    I saw these methods in the Line2D Java Docs but did not understand what they do? Javadoc for ptLineDist says: Returns the distance from a point to this line. The distance measured is the distance between the specified point and the closest point on the infinitely-extended line defined by this Line2D. If the specified point intersects the line, this method returns 0.0 Doc for relativeCCW says: Returns an indicator of where the specified point (PX, PY) lies with respect to the line segment from (X1, Y1) to (X2, Y2). The return value can be either 1, -1, or 0 and indicates in which direction the specified line must pivot around its first endpoint, (X1, Y1), in order to point at the specified point (PX, PY). A return value of 1 indicates that the line segment must turn in the direction that takes the positive X axis towards the negative Y axis. In the default coordinate system used by Java 2D, this direction is counterclockwise. A return value of -1 indicates that the line segment must turn in the direction that takes the positive X axis towards the positive Y axis. In the default coordinate system, this direction is clockwise. A return value of 0 indicates that the point lies exactly on the line segment. Note that an indicator value of 0 is rare and not useful for determining colinearity because of floating point rounding issues. If the point is colinear with the line segment, but not between the endpoints, then the value will be -1 if the point lies "beyond (X1, Y1)" or 1 if the point lies "beyond (X2, Y2)".

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  • Draw "vision cone" / targetting element onto game world

    - by gkimsey
    I'm wanting to indicate various things using a "pie slice" sort of shape as below. Similar to vision cones in stealth game minimaps, or targetting indicators in RTS type games for frontal area attacks. Something generic enough to be used for both would be ideal. I need to be able to procedurally (and efficiently) change things like the slice width and length, color, transparency, position in the world, etc. For my particular situation, there's no concern with elevation, funky terrain, or really any third axis at all as far as this element is concerned. I have two first inclinations on how to accomplish this: 1) Manually generate the vertices for a main triangle, (possibly two, superimposed to get the border effect), a handful more to approximate the arc at the end, and roll it into a mesh. 2) Use some sort of 2D drawing library to create a circle and mask it off at the right angles, render to texture, and use that. For reference, I have some experience with Ogre3D, but I'm not attached to it as this is a mostly academic pursuit at the moment. Other technologies that might be better at accomplishing this are more than welcome. Finally, I'm kind of curious about how to do a "flashlight" or similar 3D effect that could produce the same result, but on all surfaces in the lit area.

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  • Game planning and software design? I feel that UML is not convenient

    - by user1542
    In my university, they always emphasize and hype about UML design and stuff, in which I feel it is not going to work well with game structure design. Now, I just want a professional advice on how should I begin my game designing? The story is I have some skill in programming and have done many minor game such as getting some 2D platformer working to some extend. The problems that I find about my program is the poor quality design. After coding for a while, things start to break down due to poor planning (When I add new feature, it tends to make me have to recode the whole program). However, to plan everything out without a single design flaw is a bit too ideal. Therefore, any advice to how should I plan my game? How should I put it into visible pictures, so that me and my friends are able to overview the designs? I planned to start coding a game with my friend. This is going to be my first teamwork, so any professional advices would be a pleasure. Is there any other alternatives than UML? Another question is how does "prototyping" normally looks like?

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  • Why does the player fall down when in between platforms? Tile based platformer

    - by inzombiak
    I've been working on a 2D platformer and have gotten the collision working, except for one tiny problem. My games a tile based platformer and whenever the player is in between two tiles, he falls down. Here is my code, it's fire off using an ENTER_FRAME event. It's only for collision from the bottom for now. var i:int; var j:int; var platform:Platform; var playerX:int = player.x/20; var playerY:int = player.y/20; var xLoopStart:int = (player.x - player.width)/20; var yLoopStart:int = (player.y - player.height)/20; var xLoopEnd:int = (player.x + player.width)/20; var yLoopEnd:int = (player.y + player.height)/20; var vy:Number = player.vy/20; var hitDirection:String; for(i = yLoopStart; i <= yLoopEnd; i++) { for(j = xLoopStart; j <= xLoopStart; j++) { if(platforms[i*36 + j] != null && platforms[i*36 + j] != 0) { platform = platforms[i*36 + j]; if(player.hitTestObject(platform) && i >= playerY) { hitDirection = "bottom"; } } } } This isn't the final version, going to replace hitTest with something more reliable , but this is an interesting problem and I'd like to know whats happening. Is my code just slow? Would firing off the code with a TIMER event fix it? Any information would be great.

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  • Game Asset Management

    - by user964123
    I am making my first small mobile game in C# XNA. Lets say I have 3 screens, the main menu, options and game screen. A single game session usually lasts for 1 min, so the user will alternate frequently between the main menu and game screen. Therefore, once I load the textures for either screen, I want to keep them in memory to avoid frequent reloading. Both screens share some assets like their background textures, but differ in others. The first solution I came up with is making 2 texture factory classes, MainScreenAssetFactory and GameScreenAssetFactory, each with their own content manager, and ill store them in a globally accessible point so that they persist after either screen is destroyed. There is also a OptionsScreenAssetFactory, but that I dont want to cache it since the options screen is rarely visited. A typical Factory would look something like this public class MainScreenAssetFactory { private readonly ContentManager contentManager; public MainScreenAssetFactory(IServiceProvider serviceProvider, string rootDirectory) { contentManager = new ContentManager(serviceProvider) { RootDirectory = rootDirectory }; } public Texture2D ListElementBackground { get { return return contentManager.Load<Texture2D>("UserTab"); } } public Texture2D ListElementBulletPoint { get { return return contentManager.Load<Texture2D>("TabIcon"); } } public Texture2D LoggedOutUser { get { return return contentManager.Load<Texture2D>("LoggedOutUser"); } } } Since both Main, Options and Game Screen share some common resources, instead of loading them more than once, I created another class CommonAssetTexFactory which holds the common stuff and stays in-memory during the app lifetime. For example, this class gets passed to the options screen when it is created. However, given my small game with its few assets, I am already finding this solution cumbersome and inflexible. Changing anything would require looking to see if its already in the common factory, and if not, modifying existing factories and so on. And this is just considering textures currently, i didnt add sound files yet. I cant imagine bigger games with thousands of resources using this approach. A better idea must exist. Would someone please enlighten me?

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  • How can you easily determine the textureRect for tiled maps in SFML 2.0?

    - by ThePlan
    I'm working on creating a 2d map prototype, and I've come across the rendering bit of it. I have a tilesheet with tiles, each tile is 30x30 pixels, and there's a 1px border to delimitate them. In SFML the usual method of drawing a part of a tilesheet is declaring an IntRect with the rectangle coordinates then calling the setTextureRectangle() method to a sprite. In a small game it would work, but I have well over 45 tiles and adding more every day, I can't declare 45 intRects for every material, the map is not optimized yet, it would get even worse if I would have to call the setTextureRect() method, aside from declaring 45 rectangleInts. How could I simplify this task? All I need is a very simple and flexible solution for extracting a region of the tilesheet. Basically I have a Tile class. I create multiple instances of tiles (vectors) and each tile has a position and a material. I parse a map file and as I parse it I set the materials of the map according to the parsed map file, and all I need to do is render. Basically I need to do something like this: switch(tile.getMaterial()) { case GRASS: material_sprite.setTextureRect(something); window.draw(material_sprite); break; case WATER: material_sprite.setTextureRect(something); window.draw(material_sprite); break; // handle more cases }

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  • Ubuntu 12.04 Full Screen without Unity Hub

    - by Xatolos
    I couldn't find an answer for this, so I thought I would try here. My problem is, I have some games on Wine that play in full screen mode but I can't really get them in full screen mode. When they start up, they end up with the GUI's "HUD" overlapping the game which is really annoying and well kills the option to play the game. This has also happened in a few of my Linux programs as well. While I wrote its a problem with Unity, it really isn't limited to this though. I've done full screen mode on Unity and had the Unity side bar and top menu overlap, I've used Gnome and had the same issue happen, Gnome menu is in the top, Cinnamon had the same issue. Sometimes if I Alt-Tab out of it and back into the program it MIGHT remove the HUD but that doesn't always work, and lets face it, full screen mode that is killed by the GUI just isn't something that can really be ignored. Any suggestions or help would be highly welcomed. My laptop http://www.cnet.com/laptops/asus-g53jw-a1-15/4507-3121_7-34210244.html edit Seems so far to be an issue with Unity and Gnome being in 3D mode, and possibly an issue with my NVidia card and XServe (I think that was it...). Going to Unity/Gnome 2d modes seem to help with this for the moment...

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  • Create a rectangle struct to be rotated and have a .Intersects() function

    - by MintyAnt
    In my XNA program, I am trying to swing a sword. The sword starts at an angle of 180 degrees, then rotates (clockwise) to an angle of 90 degrees. The Rectangle struct that XNA provides, Rectangle mAttackBox = new Rectangle(int x, int y, int width, int height); However, this struct has two problems: Holds position and size in Integers, not Floats Cannot be rotated I was hoping someone could help me in either telling me that i'm wrong and the Rectangle can be used for both these methods, or can lead me down the right path for rotating a rectangle. I know how to create a Struct. I believe that I can make methods like classes. I can determine the 4 vertices of a 2D rectangle by calculating out the x,y of the other 3 given the length, width. I'm sure theres a Matrix class I can use to multiply each point against a Rotation matrix. But once i have my 4 vertices, I got two other problems: - How do I test other rectangles against it? How does .Intersects() work for the rectangle struct? - Is this even the fastest way to do it? I'd be constantly doing matrix multiplication, wouldnt that slow things down?

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  • Create Math Game with PHP, Ajax, Jquery

    - by Sambucasun
    I am developing a website where user can create their own game which can be joined by other users as well. It's a simple maths game which will shoot equations based on time or count specified. I want that moment user create a game, it will be listed in "current Games" section. Other users can check out the list and select the game to join. After game is created, creater should have a screen which should be having his name with display pic. Now gradually as others start joining the game, list should updated automatically. Once enough users are there i will start the game. The same list should be displayed to other users who join the game. Once game is over all will be displayed a summary list. I have gone through couple of threads but could not get clear idea. Do I need to use comet or other technology to create such game or simple PHP, Ajax or Jquery will suffice ? Also I want my website should be mobile compatible so i am designing it in html5. If i create this game using just Ajax then will there be any performance issue while playing through mobile. I am not much experienced so just need guidance for what should be appropriate or use for my requirement.

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  • A* PathFinding Not Consistent

    - by RedShft
    I just started trying to implement a basic A* algorithm in my 2D tile based game. All of the nodes are tiles on the map, represented by a struct. I believe I understand A* on paper, as I've gone through some pseudo code, but I'm running into problems with the actual implementation. I've double and tripled checked my node graph, and it is correct, so I believe the issue to be with my algorithm. This issue is, that with the enemy still, and the player moving around, the path finding function will write "No Path" an astounding amount of times and only every so often write "Path Found". Which seems like its inconsistent. This is the node struct for reference: struct Node { bool walkable; //Whether this node is blocked or open vect2 position; //The tile's position on the map in pixels int xIndex, yIndex; //The index values of the tile in the array Node*[4] connections; //An array of pointers to nodes this current node connects to Node* parent; int gScore; int hScore; int fScore; } Here is the rest: http://pastebin.com/cCHfqKTY This is my first attempt at A* so any help would be greatly appreciated.

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